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New Zerg Unit in Heart of The Swarm - Page 88

Forum Index > SC2 General
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theBlues
Profile Blog Joined April 2010
El Salvador638 Posts
October 13 2011 23:04 GMT
#1741
On October 14 2011 08:03 skrzmark wrote:
Protoss needs a useful air unit. A unit that can only hit ground.



aaah you mean the colossus
Change a vote, and change the world
Slithice
Profile Joined October 2010
Canada78 Posts
October 13 2011 23:06 GMT
#1742
On October 14 2011 08:04 TheBlueMeaner wrote:
Show nested quote +
On October 14 2011 08:03 skrzmark wrote:
Protoss needs a useful air unit. A unit that can only hit ground.



aaah you mean the colossus


Well for it to truely be considered a air unit, you shouldnt be able to kill it with a marauder.
da_head
Profile Blog Joined November 2008
Canada3350 Posts
October 13 2011 23:07 GMT
#1743
why does everyone think zerg needs a "seige" unit? look at the lurker in bw. it had range 6 (compare to tanks range 12). what it needs is effective terrain control that the lurker (and dark swarm) provided.
When they see MC Probe, all the ladies disrobe.
Shiladie
Profile Blog Joined January 2009
Canada1631 Posts
October 13 2011 23:08 GMT
#1744
On October 14 2011 08:04 TheBlueMeaner wrote:
Show nested quote +
On October 14 2011 08:03 skrzmark wrote:
Protoss needs a useful air unit. A unit that can only hit ground.



aaah you mean the colossus


heh, spot on with this one...

If zerg do get a siege unit of some kind I really hope, as I mentioned previously that it is area denial as a primary function, not attacking.

Where it hits getting a persistant damage of time effect and armour reduction, while the initial damage is relatively small. This would make it so you wanted to target them specifically so they didn't waste shots in the same place, you may even want to target your own units in front of their charge so they can't close with you without fighting on top of these patches of acid.
Kyrth
Profile Joined July 2010
United States101 Posts
Last Edited: 2011-10-14 00:52:49
October 13 2011 23:15 GMT
#1745
On October 14 2011 08:07 da_head wrote:
why does everyone think zerg needs a "seige" unit? look at the lurker in bw. it had range 6 (compare to tanks range 12). what it needs is effective terrain control that the lurker (and dark swarm) provided.


So true. Old zerg didn't have ground-based siege range but it had effective tools to mitigate the range of other races. It worked, and it was unique.
DMII
Profile Joined September 2011
Germany92 Posts
October 13 2011 23:19 GMT
#1746
I hope it is a higher tech lategame unit which makes use of the ranged attack upgrade. Currently this upgrade has little to no use for Zerg armies with higher tech units. In terms of upgrades Roach-Hydra is a one-way-street. (except for maybe Infestors with Infested Terrans, which you can only rely on in short-term scenarios)

A Roach lategame morph would be so awesome (and I have no clue why I think so, so don't ask xD)
All is fair in love and war. Starcraft is both.
synapse
Profile Blog Joined January 2009
China13814 Posts
October 13 2011 23:27 GMT
#1747
On October 14 2011 08:06 Slithice wrote:
Show nested quote +
On October 14 2011 08:04 TheBlueMeaner wrote:
On October 14 2011 08:03 skrzmark wrote:
Protoss needs a useful air unit. A unit that can only hit ground.



aaah you mean the colossus


Well for it to truely be considered a air unit, you shouldnt be able to kill it with a marauder.

Warp prism!
:)
Skwid1g
Profile Joined April 2011
United States953 Posts
October 13 2011 23:29 GMT
#1748
On October 14 2011 08:07 da_head wrote:
why does everyone think zerg needs a "seige" unit? look at the lurker in bw. it had range 6 (compare to tanks range 12). what it needs is effective terrain control that the lurker (and dark swarm) provided.


Lurkers were "seige" units in the sense that they took a seige position (unmovable) and controlled terrain like seige units usually do.
NaDa/Fantasy/Zero/Soulkey pls
sDsLuST
Profile Joined June 2011
15 Posts
October 13 2011 23:45 GMT
#1749
This actually does look like a Hydralisk Mutation, it would also at least make the Hydra somewhat more playable, perhaps?
Hattori_Hanzo
Profile Joined October 2010
Singapore1229 Posts
October 14 2011 02:31 GMT
#1750
On October 14 2011 08:29 Skwid1g wrote:
Show nested quote +
On October 14 2011 08:07 da_head wrote:
why does everyone think zerg needs a "seige" unit? look at the lurker in bw. it had range 6 (compare to tanks range 12). what it needs is effective terrain control that the lurker (and dark swarm) provided.


Lurkers were "seige" units in the sense that they took a seige position (unmovable) and controlled terrain like seige units usually do.


No, they are not siege units. From wiki, a siege is a military blockade of a city or fortress with the intent of conquering by attrition or assault. The term derives from sedere, Latin for "to sit".[1]

Lurkers are living mines with range 6. As Blizzard have said, banelings fill that role now.

What Zerg needs is a unit better than hydras for late game sieges, currently there are no ways for Zerg to break a contain aka siege than by going mass roach. If the T has >8 siege tanks + Thors & marines, he can pretty much gg.
Cauterize the area
LuckyMacro
Profile Joined July 2010
United States1482 Posts
October 14 2011 02:38 GMT
#1751
On October 14 2011 11:31 Hattori_Hanzo wrote:
Show nested quote +
On October 14 2011 08:29 Skwid1g wrote:
On October 14 2011 08:07 da_head wrote:
why does everyone think zerg needs a "seige" unit? look at the lurker in bw. it had range 6 (compare to tanks range 12). what it needs is effective terrain control that the lurker (and dark swarm) provided.


Lurkers were "seige" units in the sense that they took a seige position (unmovable) and controlled terrain like seige units usually do.


No, they are not siege units. From wiki, a siege is a military blockade of a city or fortress with the intent of conquering by attrition or assault. The term derives from sedere, Latin for "to sit".[1]

Lurkers are living mines with range 6. As Blizzard have said, banelings fill that role now.

What Zerg needs is a unit better than hydras for late game sieges, currently there are no ways for Zerg to break a contain aka siege than by going mass roach. If the T has >8 siege tanks + Thors & marines, he can pretty much gg.


Wait, what. Wait...
Banelings are cool and all, at least when Artosis is casting.
But what?...
Ballistixz
Profile Joined January 2010
United States1269 Posts
Last Edited: 2011-10-14 03:58:56
October 14 2011 03:52 GMT
#1752
On October 14 2011 11:31 Hattori_Hanzo wrote:
Show nested quote +
On October 14 2011 08:29 Skwid1g wrote:
On October 14 2011 08:07 da_head wrote:
why does everyone think zerg needs a "seige" unit? look at the lurker in bw. it had range 6 (compare to tanks range 12). what it needs is effective terrain control that the lurker (and dark swarm) provided.


Lurkers were "seige" units in the sense that they took a seige position (unmovable) and controlled terrain like seige units usually do.


No, they are not siege units. From wiki, a siege is a military blockade of a city or fortress with the intent of conquering by attrition or assault. The term derives from sedere, Latin for "to sit".[1]

Lurkers are living mines with range 6. As Blizzard have said, banelings fill that role now.

What Zerg needs is a unit better than hydras for late game sieges, currently there are no ways for Zerg to break a contain aka siege than by going mass roach. If the T has >8 siege tanks + Thors & marines, he can pretty much gg.



ok ppl really need to stop with the lurker crap. lurkers were great in SCBW. but u know what else were extremly good in BW? ultra ling and hydras. lurkers wont work in SC2. why? because immortals would hard counter them to oblivion and colos can just A move with a observer and kill them that way.

ppl are asking for a "siege unit" for zerg because that type of unit works best and controls space at the same time. a unit does not have to be burrowed to control space. as long as it has a range of 10 or higher and does a big chunk of splash damage it will be a very good positional control unit.

so pls ppl, stop with the lurker crap. im a zerg to but id much rather defilers then lurkers in SC2 right now if i had to pick a BW unit. hell id replace corruptors with devourers in a heartbeat, but this isnt BW this is SC2.

i really dont understand why ppl cant understand the benefits a siege unit for zerg has.
Archers_bane
Profile Joined February 2011
United States1338 Posts
October 14 2011 04:06 GMT
#1753
Please be a defiler remake! I miss dark swarm and all that goodness and the consume ability haha the best!
Starcraft's BW glory days have passed, RIP Jaedong's dominance - 2013...EDIT 2017: WE BACK BOYS
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
October 14 2011 04:09 GMT
#1754
On October 14 2011 12:52 Ballistixz wrote:
Show nested quote +
On October 14 2011 11:31 Hattori_Hanzo wrote:
On October 14 2011 08:29 Skwid1g wrote:
On October 14 2011 08:07 da_head wrote:
why does everyone think zerg needs a "seige" unit? look at the lurker in bw. it had range 6 (compare to tanks range 12). what it needs is effective terrain control that the lurker (and dark swarm) provided.


Lurkers were "seige" units in the sense that they took a seige position (unmovable) and controlled terrain like seige units usually do.


No, they are not siege units. From wiki, a siege is a military blockade of a city or fortress with the intent of conquering by attrition or assault. The term derives from sedere, Latin for "to sit".[1]

Lurkers are living mines with range 6. As Blizzard have said, banelings fill that role now.

What Zerg needs is a unit better than hydras for late game sieges, currently there are no ways for Zerg to break a contain aka siege than by going mass roach. If the T has >8 siege tanks + Thors & marines, he can pretty much gg.



ok ppl really need to stop with the lurker crap. lurkers were great in SCBW. but u know what else were extremly good in BW? ultra ling and hydras. lurkers wont work in SC2. why? because immortals would hard counter them to oblivion and colos can just A move with a observer and kill them that way.

ppl are asking for a "siege unit" for zerg because that type of unit works best and controls space at the same time. a unit does not have to be burrowed to control space. as long as it has a range of 10 or higher and does a big chunk of splash damage it will be a very good positional control unit.

so pls ppl, stop with the lurker crap. im a zerg to but id much rather defilers then lurkers in SC2 right now if i had to pick a BW unit. hell id replace corruptors with devourers in a heartbeat, but this isnt BW this is SC2.

i really dont understand why ppl cant understand the benefits a siege unit for zerg has.

except they might remove or rework the colossus and the immortal might go through changes as well. youve no idea what's going to happen to anything
ModeratorBlame yourself or God
DARKHYDRA
Profile Joined September 2006
United States303 Posts
October 14 2011 05:10 GMT
#1755
On October 14 2011 12:52 Ballistixz wrote:
Show nested quote +
On October 14 2011 11:31 Hattori_Hanzo wrote:
On October 14 2011 08:29 Skwid1g wrote:
On October 14 2011 08:07 da_head wrote:
why does everyone think zerg needs a "seige" unit? look at the lurker in bw. it had range 6 (compare to tanks range 12). what it needs is effective terrain control that the lurker (and dark swarm) provided.


Lurkers were "seige" units in the sense that they took a seige position (unmovable) and controlled terrain like seige units usually do.


No, they are not siege units. From wiki, a siege is a military blockade of a city or fortress with the intent of conquering by attrition or assault. The term derives from sedere, Latin for "to sit".[1]

Lurkers are living mines with range 6. As Blizzard have said, banelings fill that role now.

What Zerg needs is a unit better than hydras for late game sieges, currently there are no ways for Zerg to break a contain aka siege than by going mass roach. If the T has >8 siege tanks + Thors & marines, he can pretty much gg.



ok ppl really need to stop with the lurker crap. lurkers were great in SCBW. but u know what else were extremly good in BW? ultra ling and hydras. lurkers wont work in SC2. why? because immortals would hard counter them to oblivion and colos can just A move with a observer and kill them that way.

ppl are asking for a "siege unit" for zerg because that type of unit works best and controls space at the same time. a unit does not have to be burrowed to control space. as long as it has a range of 10 or higher and does a big chunk of splash damage it will be a very good positional control unit.

so pls ppl, stop with the lurker crap. im a zerg to but id much rather defilers then lurkers in SC2 right now if i had to pick a BW unit. hell id replace corruptors with devourers in a heartbeat, but this isnt BW this is SC2.

i really dont understand why ppl cant understand the benefits a siege unit for zerg has.


But this is just your theory. Ultimately how effect lurkers can be in SC2 depends on how blizzard incorporates them into the game. They could easily be OP or flat out crap, it all depends on them. You also can't tell what timings would be possible with lurkers and how that would affect the meta game.

I agree that defilers would be a better choice but infestors are basically its replacement, unlike banelings replacing lurkers(supposedly) infestors are a more reasonable replacement.
CheezeThis
Profile Joined May 2011
United States13 Posts
October 14 2011 05:49 GMT
#1756
I was hoping for another spellcaster but that looks very much like some sort of mutation into a ranged or lurker type unit, probably from a hydralisk.
shinarit
Profile Joined May 2010
Hungary900 Posts
October 14 2011 06:00 GMT
#1757
On October 14 2011 11:31 Hattori_Hanzo wrote:
No, they are not siege units. From wiki, a siege is a military blockade of a city or fortress with the intent of conquering by attrition or assault. The term derives from sedere, Latin for "to sit".[1]

Lurkers are living mines with range 6. As Blizzard have said, banelings fill that role now.


So they ARE siege units, because they block ("contain" is the word used in SC2 commentary). You can use them at other places than containing places? So what? A siege tank is clearly a siege unit, and it is still usable at other places.
T for BoxeR, Z for IdrA, P because i have no self-respect
Comogury
Profile Blog Joined April 2011
United States412 Posts
October 14 2011 06:04 GMT
#1758
it's a hydralisk with a cannon on its back. it has to be burrowed to be used obviously.
thane
Profile Blog Joined August 2010
United States407 Posts
October 14 2011 06:08 GMT
#1759
On October 14 2011 15:04 Comogury wrote:
it's a hydralisk with a cannon on its back. it has to be burrowed to be used obviously.


Mega hydra cannon! Seriously though I think it going to be something like a siege tank.
iCanada
Profile Joined August 2010
Canada10660 Posts
October 14 2011 06:11 GMT
#1760
On October 14 2011 08:15 Kyrth wrote:
Show nested quote +
On October 14 2011 08:07 da_head wrote:
why does everyone think zerg needs a "seige" unit? look at the lurker in bw. it had range 6 (compare to tanks range 12). what it needs is effective terrain control that the lurker (and dark swarm) provided.


So true. Old zerg didn't have ground-based siege range but it had effective tools to mitigate the range of other races. It worked, and it was unique.


I don't think Zerg needs a seige unit, I think Zerg needs a unit that can control space.

Lurkers control space, if there is a lurker at the top of the ramp, it doesn't really matter how many marines the terran player had, they weren't going up the ramp.

Fast forward to the same scenario in SC2, yeah the banelings "fill the same role" Lurkers did in BW, however they don't do it anywhere near as well in that they have zero range, zero sustainability, and Terran/Toss have much more readily available detection. Imagine if a terran player had to tech to Ravens to not lose all their bio to bane bombs if they wanted to apply pressure on an important area of the map, then imagine that Banelings stayed alive when attacking.

I don't want a seige unit (imo, BLs are one of the better ones in the game anyway), I want a unit that I can make so I don't have to back off anytime a terran/toss player decides to move their army to an important location.
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